I am trying to create a simple inventory system where six slots are devoted to to charged items (which may stack) and six slots to permanent items (for summons, which do not stack). The two bags are swiched using a dummy ability 'A000' or by trigger, on the unit type 'H000'. Its a single player...
I altered the "UnitItemInSlot" fucntion with an offset to stay within the index range, though it still bugged, so I also altered "UnitRemoveItemFromSlot" function for an index of 0 -5 and now it seems to work. Do any of the other functions require an index of 0-5, it might save me some time.
#3 might solve my problem, I have to test it out now.
I'm still using some GUI, so i need floats for game event before i convert it all to Jass. I only set the charges in the Item inventory since the other inventory isn't going to use charged items. There's a second (in GUI) trigger that I had...
I am having trouble creating this trigger that allows for an extended inventory system. For a reason I do not understand it will not remove the item when I press the inventory switch button (a Hero skill).
This function requires the global variables udg_Item_Hash (hashtable), udg_Item_Real1...
no, its a quite simple unit. First i'll try reinstalling the game and seeing if it was something else.
Reinstalling made no difference. Somehow the file is corrupted.
its not the triggers that are doing it, its the game code, even when I disabled all but one of the triggers (mostly in GUI) the same thing happens, even the most basic trigger no longer will recognize the units on the map. I'm not sure if something is corrupting the file or not.
For some reason when I make a certain number of references in the triggers to a unique unit on the map the triggers no longer seem to see any unique units on the map anymore. Bug or something else?